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Abstract:

A crafting system and method are provided that allow users or players in
a social virtual environment to create their own unique virtual items for
use on the site. With the crafting system and method, players can collect
different types of materials, some more common than others, from within
the virtual social environment to customize items, which the player can
use to express their individuality as well as sell or trade within the
environment. The complexity and uniqueness of the crafted item makes it
much more difficult for another player to obtain the same materials and
to replicate the design.

Claims:

1. A computer system for crafting virtual items comprising: a server
computer system that registers a physical product via a computer network
and produces outputs indicative of a user character corresponding to the
physical product, said user character being assigned to a user account
that is stored on a user computer; said server computer system
distributing virtual items including a plurality of different item
templates and a plurality of different virtual materials into user
storage associated with the user account on the server computer system,
wherein the server computer system determines which of the plurality of
different item templates and which of the plurality of different virtual
materials to distribute to the user storage; and said server computer
system creating a customized virtual item based on user input received on
the server computer system via the computer network, wherein based on the
user input, the server computer system creates the customized virtual
item by applying at least one of the plurality of virtual materials that
is stored in the user storage to one of the plurality of different item
templates that is stored in the user storage.

2. The computer system of claim 1 further comprising a marketplace
database that receives the customized virtual item created by the server
computer system, wherein the marketplace database enables the customized
virtual item to be transferred to another user account in exchange for
virtual currency or goods.

3. The computer system of claim 1, wherein in response to a finish
request received by the server computer system via the computer network,
the customized virtual item is locked so that no additional virtual
materials can be applied.

4. The computer system of claim 3, wherein in response to the finish
request, the server computer system applies information indicative of a
signature of a creator of the customized virtual item, to the customized
virtual item that identifies said creator.

5. The computer system of claim 1, wherein the server computer system
assigns a unique identifier to the customized virtual item and stores the
customized virtual item as a unique user-design object together with a
plurality of other customized virtual items in a user-designed object
database, and wherein the customized virtual item can be recreated by
using the server computer system but is otherwise prevented from being
copied.

6. The computer system of claim 1, wherein at least one of the plurality
of virtual materials is offered for sale to users using the server
computer system.

7. The computer system of claim 1, further comprising characteristics
include at least one of a character type, character status and a skill
level.

8. The computer system of claim 1, wherein said server computer system
determines which of the plurality of different item templates and which
of the plurality of different virtual materials to distribute to the user
storage according to calculated probabilities based on a characteristic
of the user account.

9. The computer system of claim 8, wherein a user character having a
higher skill level has a greater probability of being distributed a rarer
or more valuable virtual item than a user character having a lower skill
level.

10. The computer system of claim 1, wherein the user character generated
by the server computer system has an appearance that resembles the
physical product that was registered.

11. The computer system of claim 1, wherein the item template indicates a
free-form item in which the plurality of virtual crafting items are
combined or arranged without limitations comprising at least one of
predetermined item shape, predetermined item size, predetermined item
portions, predetermined item sections, predetermined alteration points,
and placement of one or more virtual crafting materials.

12. The computer system of claim 11, wherein the free-form item is
programmable by the user to perform an action or function.

13. A computer system for crafting virtual items comprising: a server
computer system that registers a physical product via a computer network
and generates a user character corresponding to the physical product,
said user character being assigned to a user account; said server
computer system distributing virtual items into user storage associated
with the user account; and said server computer system controlling
creation of a customized virtual item based on user input received via
the computer network, wherein based on the user input, the server
computer system creates the customized virtual item by combining two or
more of said virtual items that are stored in the user storage, and
wherein in response to a finish request received by the server computer
system via the computer network, the server computer system locks the
customized virtual item so that no additional virtual items can be added.

14. The computer system of claim 13, wherein the virtual items stored in
the user storage include a plurality of different item templates and a
plurality of different virtual materials, and wherein the server computer
system creates the customized virtual item, in response to the user
input, by applying at least one of the plurality of virtual materials
that is stored in the user storage to one of the plurality of different
item templates that is stored in the user storage.

15. The computer system of claim 13, wherein in response to the finish
request, the server computer system applies information indicative of a
signature of a creator of the customized virtual item to the customized
virtual item that identifies the user account or user character
associated with the creation of the customized virtual item.

16. The computer system of claim 13, wherein at least one of the
plurality of virtual materials is offered for sale to users using the
server computer system.

17. The computer system of claim 13, wherein the server computer system
determines which of the virtual items to distribute to the user storage
according to probabilities based on a characteristic of the user
character assigned to the user account.

18. The computer system of claim 13, wherein the user character generated
by the server computer system has an appearance that resembles the
physical product that was registered.

19. The computer system of claim 13, wherein the customized virtual item
comprises a free-form item in which the plurality of virtual items are
combined or arranged without limitations comprising at least one of
predetermined item shape, predetermined item size, predetermined item
portions, predetermined item sections, predetermined alteration points,
and placement of one or more virtual crafting materials.

20. The computer system of claim 19, wherein the free-form item is
programmable by the user to perform an action or function.

21. A method for crafting virtual items comprising: registering a
physical product on a server computer system via a computer network and
generating a user character corresponding to the physical product, said
user character being assigned to a user account; distributing virtual
items including a plurality of different item templates and a plurality
of different virtual materials into user storage associated with the user
account, wherein the server computer system determines which of the
plurality of different item templates and which the plurality of
different virtual materials to distribute to the user storage according
to calculated probabilities based on a characteristic of the user
character assigned to the user account; and creating a customized virtual
item based on user input received on the server computer system via the
computer network, wherein based on the user input, the server computer
system creates the customized virtual item by applying at least one of
the plurality of virtual materials that is stored in the user storage to
one of the plurality of different item templates that is stored in the
user storage.

22. The method of claim 21 further comprising enabling the customized
virtual item to be transferred to another user account in exchange for
virtual currency or goods.

23. The method of claim 21, further comprising, in response to a finish
request received by the server computer system via the computer network,
locking the customized virtual item so that no additional virtual
materials can be applied.

24. The method of claim 23, further comprising, in response to the finish
request, applying a digital signature to the customized virtual item that
identifies the user account or user character associated with the
creating the customized virtual item.

25. The method of claim 21, further comprising, assigning a unique
identifier to the customized virtual item and storing the customized
virtual item as a unique user-design object together with a plurality of
other customized virtual items in a user-designed object database, and
wherein the customized virtual item can be recreated by using the server
computer system but is otherwise prevented from being copied.

26. The method of claim 21, further comprising offering at least one of
the plurality of virtual materials for sale to users.

27. The method of claim 21, wherein the characteristics include at least
one of a character type, character status and a skill level.

28. The method of claim 21, wherein a user character having a higher
skill level has a greater probability of being distributed a rarer or
more valuable virtual item than a user character having a lower skill
level.

29. The method of claim 21, wherein the user character generated in the
step of registering has an appearance that resembles the physical product
that was registered.

30. The method of claim 21, wherein the item template indicates a
free-form item in which the plurality of virtual crafting items are
combined or arranged without limitations comprising at least one of
predetermined item shape, predetermined item size, predetermined item
portions, predetermined item sections, predetermined alteration points,
and placement of one or more virtual crafting materials.

31. The computer system of claim 30, wherein the free-form item is
programmable by the user to perform an action or function.

32. A method for crafting virtual items comprising: registering a
physical product on a server computer system via a computer network and
generating a user character corresponding to the physical product, said
user character being assigned to a user account; distributing virtual
items into user storage associated with the user account; creating a
customized virtual item based on user input received on the server
computer system via the computer network, wherein based on the user
input, the server computer system creates the customized virtual item by
combining two or more virtual items that are stored in the user storage;
and in response to a finish request received by the server computer
system via the computer network, locking the customized virtual item so
that no additional virtual materials can be added.

33. The method of claim 32, wherein the virtual items stored in the user
storage include a plurality of different item templates and a plurality
of different virtual materials, and wherein the customized virtual item
is created, in response to the user input, by applying at least one of
the plurality of virtual materials that is stored in the user storage to
one of the plurality of different item templates that is stored in the
user storage.

34. The method of claim 33, further comprising offering at least one of
the plurality of virtual materials for sale to users.

35. The method of claim 32, further comprising, in response to the finish
request, applying a digital signature to the customized virtual item that
identifies the user account or user character associated with the
creating the customized virtual item.

36. The method of claim 32, wherein, in the step of distributing, the
server computer system determines which of the virtual items to
distribute to the user storage according to probabilities based on a
characteristic of the user character assigned to the user account.

37. The method of claim 32, wherein the user character generated in the
step of registering has an appearance that resembles the physical product
that was registered.

38. The method of claim 32, wherein the customized virtual item comprises
a free-form item in which the plurality of virtual items are combined or
arranged without limitations comprising at least one of predetermined
item shape, predetermined item size, predetermined item portions,
predetermined item sections, predetermined alteration points, and
placement of one or more virtual crafting materials.

39. The method of claim 38, wherein the free-form item is programmable by
the user to perform an action or function.

40. The computer system of claim 1, wherein the virtual items are
supplied by the system.

Description:

CROSS-REFERENCE TO RELATED APPLICATION

[0001] This application claims the benefit of U.S. Provisional Application
No. 61/327,214, entitled CRAFTING SYSTEM and filed on Apr. 23, 2010, the
entirety of which is incorporated herein by reference.

FIELD OF THE INVENTION

[0002] This application relates generally to computer-based social
environments. More specifically, this application relates to a crafting
system and method that facilitates creating unique user-designed objects
for virtual representations of real products in connection with a virtual
environment.

BACKGROUND

[0003] Once primarily used for research and shopping, the Internet has
quickly become an alternative source for entertainment, dating, and
multi-player gaming. Through various types of websites, virtual
communities have been established that allow users to create a virtual or
online reality for themselves. Computer games have also crossed over into
the online world, allowing users to play against or along with each other
from the comfort of their own homes, Internet cafes or other Wi-Fi
outlets around the world. When it comes to most online entertainment
activities including gaming and virtual communities, a disconnection
unfortunately exists between objects in the real world and objects in the
virtual world.

[0004] Despite the popularity of such websites as well as similar computer
games, consumers continue to demand more interactive capabilities and
more flexibility with respect to their virtual products.

SUMMARY

[0005] The subject application involves a system and/or method which
facilitate designing and creating new objects by users using materials,
templates and other design techniques made available through a game or
other online social environment.

[0006] According to an aspect, a computer system for crafting virtual
items is provided. The system includes a server computer system that
registers a physical product via a computer network and produces outputs
indicative of a user character corresponding to the physical product,
said user character being assigned to a user account that is stored on
said user computer; said server computer system distributing virtual
items including a plurality of different item templates and a plurality
of different virtual materials into user storage associated with the user
account on the server computer system, wherein the server computer system
determines which of the plurality of different item templates and which
of the plurality of different virtual materials to distribute to the user
storage; and said server computer system creating a customized virtual
item based on user input received on the server computer system via the
computer network, wherein based on the user input, the server computer
system creates the customized virtual item by applying at least one of
the plurality of virtual materials that is stored in the user storage to
one of the plurality of different item templates that is stored in the
user storage.

[0007] Regarding another aspect, a computer system for crafting virtual
items includes a server computer system that registers a physical product
via a computer network and generates a user character corresponding to
the physical product, said user character being assigned to a user
account; said server computer system distributing virtual items into user
storage associated with the user account; and said server computer system
controlling creation of a customized virtual item based on user input
received via the computer network, wherein based on the user input, the
server computer system creates the customized virtual item by combining
two or more of said virtual items that are stored in the user storage,
and wherein in response to a finish request received by the server
computer system via the computer network, the server computer system
locks the customized virtual item so that no additional virtual items can
be added.

[0008] According to still another aspect, a method for crafting virtual
items is provided. The method includes registering a physical product on
a server computer system via a computer network and generating a user
character corresponding to the physical product, said user character
being assigned to a user account; distributing virtual items including a
plurality of different item templates and a plurality of different
virtual materials into user storage associated with the user account,
wherein the server computer system determines which of the plurality of
different item templates and which the plurality of different virtual
materials to distribute to the user storage according to calculated
probabilities based on a characteristic of the user character assigned to
the user account; and creating a customized virtual item based on user
input received on the server computer system via the computer network,
wherein based on the user input, the server computer system creates the
customized virtual item by applying at least one of the plurality of
virtual materials that is stored in the user storage to one of the
plurality of different item templates that is stored in the user storage.

[0009] With respect to yet another aspect, a method for crafting virtual
items includes registering a physical product on a server computer system
via a computer network and generating a user character corresponding to
the physical product, said user character being assigned to a user
account; distributing virtual items into user storage associated with the
user account; creating a customized virtual item based on user input
received on the server computer system via the computer network, wherein
based on the user input, the server computer system creates the
customized virtual item by combining two or more virtual items that are
stored in the user storage; and in response to a finish request received
by the server computer system via the computer network, locking the
customized virtual item so that no additional virtual materials can be
added.

BRIEF DESCRIPTION OF THE DRAWINGS

[0010] FIG. 1 is a block diagram of a crafting system that facilitates the
creation of user-designed objects (e.g., clothing, accessories,
furniture, art) using materials and templates that are made available
through game-play or other detected and identified activity within a
social or gaming environment.

[0011]FIG. 2 is a block diagram of a crafting system that facilitates the
creation of user-designed objects (e.g., clothing, accessories,
furniture, and art) for registered virtual representations of
real/physical products using materials and templates that are made
available through game-play or other detected and identified activity
within a social or gaming environment.

[0012]FIG. 3 is a schematic illustration of an exemplary graphical user
interface employed in connection with the system of FIG. 1 or FIG. 2.

[0013]FIG. 4 is a schematic illustration of an exemplary graphical user
interface employed in connection with the system of FIG. 1 or FIG. 2.

[0014] FIG. 5 is a schematic illustration of an exemplary graphical user
interface employed in connection with the system of FIG. 1 or FIG. 2.

[0015]FIG. 6 is a schematic illustration of an exemplary graphical user
interface employed in connection with the system of FIG. 1 or FIG. 2.

[0016]FIG. 7 is a schematic illustration of an exemplary graphical user
interface employed in connection with the system of FIG. 1 or FIG. 2.

[0017] FIG. 8 is a schematic illustration of an exemplary graphical user
interface employed in connection with the system of FIG. 1 or FIG. 2.

[0018] FIG. 9 is a schematic illustration of an exemplary graphical user
interface employed in connection with the system of FIG. 1 or FIG. 2.

[0019] FIG. 10 is a schematic illustration of an exemplary graphical user
interface employed in connection with the system of FIG. 1 or FIG. 2.

[0020] FIG. 11 is a schematic illustration of an exemplary graphical user
interface employed in connection with the system of FIG. 1 or FIG. 2.

[0021] FIG. 12 is a schematic illustration of an exemplary graphical user
interface employed in connection with the system of FIG. 1 or FIG. 2.

[0022] FIG. 13 is a schematic illustration of an exemplary graphical user
interface employed in connection with the system of FIG. 1 or FIG. 2.

[0023] FIG. 14 is a schematic illustration of an exemplary graphical user
interface employed in connection with an alteration feature of the system
of FIG. 1 or FIG. 2.

[0024] FIG. 15 is a schematic illustration of an exemplary graphical user
interface employed in connection with an alteration preview feature of
the system of FIG. 1 or FIG. 2.

DETAILED DESCRIPTION

[0025] Provided herein is a crafting system that allows users or players
of a website to create their own "unique" virtual items for use on the
site. With the crafting systems, players can collect materials from
within a virtual social environment to customize items, which the player
can use to express their individuality. Crafting can include materials
such as, but not limited to, textiles and related finishes, edible
materials, paint, as well as clay, stones and other earthen and organic
materials to create pottery. Crafted items include but are not limited to
clothing, shoes, accessories, jewelry, food, beverages, dishes, ceramics,
paintings or other forms of artwork and designs and furniture. Note that
all of these materials, in this paragraph, and as discussed throughout
this specification, are virtual items for use on a website as described
herein.

[0026] The crafting materials can be collected or obtained by the user and
then used a limited number of times (e.g., one time) to make the desired
item. Some materials are rarer than others and thus are more difficult to
obtain. In particular, some materials or ingredients can be directly
purchased during the game or on the website. Some can be revealed or
uncovered during other game play or through the course of performing an
activity in the game or website. Items can be altered or otherwise
modified and need not be finished within a set time period. The user can
begin to craft an item and then store it and return to it at a later time
to perform more work on it. Items can be crafted in several stages or
layers. For example, to achieve a particular look or pattern or color
mix. The complexity of an item can depend on the user's materials and/or
the template chosen. Some templates can offer either simpler or more
complex design capabilities.

[0027] Users can also "sign" their items in a suitable manner in order to
identify their items as their own creations. For instance, some users may
become well known in the game or website environment for their crafted
items and thus, their value or worth may increase. Security features may
be employed in order to prevent or mitigate the potential for fraud such
as modifying the item's signature or fraudulently copying a signature and
adding to an unrelated item.

[0028] Crafted or finished items can be used by the user within the game
or web environment as any other object or item is used throughout the
game. They can also be gifted, bought and sold, or otherwise traded
within the commerce of the game or website. A valuation system may be
employed to assess a market value to the item based on the price of each
material and the user's skill level--e.g., crafting skill level or demand
for the user's crafted goods in the game or virtual environment.

[0029] FIGS. 1-13 depict various exemplary aspects of the subject crafting
system and method. In FIG. 1, there is shown a block diagram of a
crafting system 100 as it is executed on a computer, e.g., on a server
computer system, providing information to one or many client computers,
or on a computer which itself executes the operations. All of these
components may be embodied by the actions of a single programmed
computer.

[0030] The crafting system 100 includes an activity detection component
110 which identifies the type, frequency, and duration of each activity
performed. It also identifies the participant who is performing the
activity (e.g., village resident, visitor or tourist (e.g., resident to
another village or not a resident of any village)) such as by name and
status. The status of a user indicates whether the user has registered at
least one physical product with the system and if so, the village name in
which the user's virtual product resides. Each user has a user account
assigned.

[0031] The kinds of activities which are detectable include any activity
or game that a user can do or play in the environment. By way of example,
this includes but is not limited to actions associated with buying a
homestead lot, selecting a home structure, furnishing the home, planting
flowers and trees around the home, building up the village with community
structures and outdoor areas, shopping for items, playing games to earn
currency, performing a job, cleaning the village and maintaining its
appearance, meeting a virtual friend (another user), registering
additional physical products to a user's account, etc.

[0032] As the user's activities are detected, the corresponding data
regarding the type of activity and/or frequency and characteristics or
other information about the user's characters (e.g., type of character,
status or skill level of the character) is communicated to a distribution
decision component 120. The distribution decision component 120 analyzes
the data and determines whether to give or offer a bonus item (e.g., a
drop) to the user. For example, a character having a higher level of
skill will an increased probability of being offered higher quality or
rarer item drops. The bonus item is selected from at least one of a
materials database 130 and an object template database 140.

[0033] The materials database 130 contains various types of materials that
are useful in creating an object such as a piece of clothing or artwork
or a piece of furniture. This includes fabric textures, fabric patterns
(e.g., stripes, polka-dots, paisley, solid, faded, tie-dye, etc.), paint,
stain or dye colors, brushes, buttons, zippers, snaps, sequins,
rhinestones, glitter, threading detail, grommets, cut-out patterns,
pockets, pouches, ruffles, large gems or oversized rhinestones, bows and
other materials that alter an object's geometry, wood textures and types,
etc. The object template database 140 contains templates of items or
objects that can be designed and crafted by the user. This includes but
is not limited to all types of clothing, accessories, shoes, home
furnishings, textiles, and art canvases.

[0034] The distribution decision component 120 determines which database
to select from as well as which bonus to gift or make available for the
user's (free) taking. The bonus or free item selected for a particular
user depends one or more of the following: the user's registered
character that has performed the activity (e.g., teacher, athlete, chef,
student, baker, doctor, etc.), the skill set or expertise of the
character, and the level of skill the character has or has achieved.
Historical data can also be referenced such as the items previously
gifted to this particular character (avatar). Users can increase the
skill level of their characters by using their characters to participate
in skill-building activities, such as virtual jobs, games or other
virtual activities, which also trigger item drops.

[0035] Some items are deemed to be special or rare and thus, those items
are more difficult to obtain. The gifted item is stored in the user's
material-template storage 150 that is associated with the user's account
until the user decides to use it.

[0036] When the user is ready to create an item, their available materials
and templates are communicated to a design customization component 160
and presented on a user interface from which the user can readily view
and select. Each gifted item has a limited number of uses associated with
it. For example, once a shirt template and red dye are used, they are no
longer available to create another item. The user will have to perform
additional activities in the virtual environment in order to earn those
items again.

[0037] The design customization component 160 offers different features
which facilitate creating unique items that may be difficult if not
impossible to recreate by another user who sees the item. The difficulty
of recreating a unique item which has been designed by another depends on
the rarity of the materials used in the design and how many materials are
included in the design, including those that are rare. The features
include techniques such as layering, blending, cut-outs and sew-on, and
the like. When multiple materials are used, it is difficult to identify
the exact materials used or to recognize the order and placement of them
to achieve the final look of the item. Thus, the user has the opportunity
and resources to create items which are unique to their design skills and
in the virtual environment, such items can be sold or otherwise traded
for virtual or real currency. The design customization component 160 also
affords the user the ability to include her signature on the item and to
"fix" or lock the designed item in time to prevent others (e.g., a buyer
or subsequent owner) from modifying it. Such user-designed objects are
stored in a database 170 until the user decides to sell or trade it to
another user. Once fixed, each user-designed object has a unique
identification in the database 170, so only one copy of a particular
user-designed object may exist in the system.

[0038]FIG. 2 also shows a crafting system 200 which is similar to the
system 100 of FIG. 1. In the system 200 of FIG. 2, a registration
component 210 is included which receives registration information for
physical products. More specifically, the registration component 210
processes a unique code which it receives in order to connect the product
to the user's account on an internet website. The unique code corresponds
to a specific physical product, for example, a figurine or plush
character. Once it is entered and processed, a virtual representation of
the physical product appears in the virtual environment for the user's
control. The virtual representation of the user's physical product
becomes the user's character (also referred to as a villager) in the
virtual environment and her interactions in the virtual environment are
made via the virtual representation of the physical product. The user can
register more than one physical product and hence control more than one
character in the virtual environment.

[0039] As the user's character participates in the virtual environment,
the activity is detected as stated above via an activity detection
component 220 and communicated to a distribution component 230. As
warranted according to the user and the activity, the distribution
component 230 selects an item drop (bonus or free item) from either a
template database 240 or a materials database 250. As described above
with regard to FIG. 1, the drop item selected depends on, among other
things, which specific character(s) the user has registered (e.g.,
teacher, athlete, chef, student, baker, doctor, etc.). Thus, the
probability of the user receiving a particular material or template in an
item drop will depend at least partially on which physical product(s) the
user has registered using the registration component 210. Thus, the
particular materials and templates that a user has available for use in
the crafting activity are significantly dependent on the particular
combination of characters the user has registered.

[0040] Assuming the user takes or accepts the item drop, it is stored in
storage 260 associated with the user's account. In some cases, the user
is not given a choice and the item drop is automatically deposited in
storage 260. User storage 260 also holds the raw materials used for
crafting such as the templates and the crafting materials (e.g., fabrics,
dye color, accoutrements, etc.).

[0041] Any crafted items which were previously created by the user are
also stored in the storage 260. This includes crafted items which are in
the process of being created but are not yet finished. Blank template
items and in-process crafted items stored in the user's storage can be
customized using the design customization component 270 as described in
more detail in the figures below. Those items which are finished and
desired to be sold are placed on the market (via marketplace user
interface) and optionally moved to marketplace storage database 280,
where other items offered for sale by other users are stored.

[0042] Turning now to FIGS. 3-13, the mechanics of crafting an item
through the use of the systems 100 and 200 described above are
demonstrated from the perspective of exemplary user interfaces. FIG. 3
represents an inventory user interface 300 which is employed to show the
user their inventory of materials and templates. A preview mannequin 310
can also be viewed which will assist the user during the design portion
(e.g., previews image of the item being crafted).

[0043] To craft an item, a template item is needed, which is a basic item
that can be customized. Examples of template items would be a "plain
white T-shirt", a "plain and simple rectangular wooden table", etc. The
template item also has a certain number of slots (permitted
modifications) in which materials can be applied to customize the item.

[0044] Materials are applied to a template item by using a drag-and-drop
interface. Materials are single-use, though some may be designated to
have additional uses as part of the "bonus" or gift. After the materials
are applied as desired, the user selects a "CRAFT THIS!" button to
confirm the design. Once "crafted" onto the template item, the materials
cannot be removed. In an alternative embodiment, a user may be permitted
to remove a material from an in-process (unfinished) template and return
it to her inventory. The specific order and combinations of materials the
user employs to the chosen template define the final crafted item. As
described above, because different users will have different materials
and templates available to them depending upon factors such as which
character(s) they have registered, the skills they have acquired and
which drops they have obtained, the final crafted item will be somewhat
unique and difficult for another user to reproduce.

[0045]FIG. 4 illustrates the user's template inventory. A brief
description of the template is viewable when the cursor is rolled over
the template. Instructions also can appear in this interface to guide the
user through the design process. For example, to begin crafting an item,
a template needs to be dragged to the mannequin.

[0046] Only templates which are suitable for this type of crafting are
viewable in this interface. The template item is the basic building block
of all crafted items. So for example, a red, striped, diamond-button
dress T-shirt and a purple T-shirt with a front pocket both start out
from a T-Shirt template item while the black evening dress and the purple
sequin lace evening dress were created from the Evening Dress template
item.

[0047] In general, there are several different ways for a user to get
template items. For example, they can be purchased from real or virtual
stores in the virtual environment or they can be gifted as an item drop.
Some templates are more readily available or attainable while others are
less common. For example, templates with fewer slots are more common and
available than templates with many slots. This is because as the number
of slots increases, the user's design can become more complex and unique.
This may translate to a higher market demand or value for that design.

[0048] There can be restrictions placed on the trading of templates
between users. For example, an empty template item, or a template item
with one or more materials on it, cannot be bought/traded/sold/vended to
other players. However, a template can be sold to a NPC (non-player
character) Cashier (e.g., sold back to the system) at a fraction of the
template's worth or original cost. Templates can also be discarded by the
user through the Inventory interface, though no currency is received for
this.

[0049] Crafted or designer items can be sold/traded/vended to other
players within the virtual environment, or listed on an e-commerce
marketplace. If the designer item is sold in the marketplace, it is no
longer tradable/sellable/transferable in-game, and cannot be resold in
the marketplace. At any point, a designer item can be sold to a NPC
Cashier at a fraction of the item's worth or original cost.

[0050] According to one embodiment, each template item has a minimum and a
maximum number of (initially) empty slots. The actual number of slots
varies depending on the specific instance of the template item, and may
be randomly set by the system, for example. Each slot can hold one
material. To make the crafting experience more interesting, template item
instances with fewer slots are more common, and those with more slots are
rarer and more difficult to obtain.

[0051] As indicated in FIG. 4 in the "Your Clothing Templates" screen, not
all materials in the user's storage are displayed here. Only those
materials that are suitable for the type of crafting are displayed. Types
of crafting include but are not limited to designing clothing and
designing furniture. There are also limitations as to a quantity of
certain materials that can be applied to a template. For example, texture
is one material type and the design customization component (160, 270)
can limit the number of textures applied to a hat template to be one
(e.g., one texture per hat template). On the contrary, some material
types can be applied to a template without limitation. Some templates may
also have assigned mount points for at least some of the material types.
For example, the mount point or placement on a shirt or jacket template
of a "hood add-on" item to make a hooded shirt or jacket may be
restricted to the backside collar portion of the shirt or jacket.
Dropping or placing the "hood" on a sleeve or front part of the shirt or
jacket would not be allowed. Material types and classes are discussed in
further detail below.

[0052] In general, the default color of the template item is white. Each
template item can support a maximum number of a `color` material type.
Some templates may support only one color while other templates which
support more complex designs may support more than one color. If more
than one color is supported, then the template may allow discreet areas
of the template to be different colors or the template may allow color
mixing and blending. Dropping a color onto a template item will color the
majority of the object this color (e.g., see FIG. 7 below). With regard
to clothing templates, each has zero or more alteration points, which are
sections that can be subjected to minor lengthen/shorten adjustments.

[0058] In view of the above characteristics, every evening dress created
would have the above properties, but the number of slots on any dress is
between 3 and 9. With reference to FIG. 4, the T-shirt template depicted
has 6 slots and can be customized or designed with "clothing materials"
and is compatible with materials such as radiances, clothing adornments,
dyes, fabric textures and patterns, and other clothing designs. It is
also noted that this template can be traded or offered for sale to
others.

[0059] Aside from just the appearance of a blank template or the finished
designed item, templates, in-design (in-process) items and finished items
are given a quality rating. The quality rating value for a template is
slightly different than quality rating values for other materials that
are applied to the templates in terms of the actual value assigned. For
in-process and finished items, the quality rating is the sum of the
quality ratings of the different materials used in the item plus the
quality rating of the original template item. The quality rating of
in-process and finished items can help prospective buyers of the items
and can also make items more marketable than others. Examples of the
quality rating are as follows: [0060] A Template T-Shirt with a quality
rating of 5 (and no materials) has a total quality rating of 5. [0061] A
Template T-Shirt with a quality rating of 5, a color material of quality
8 and a texture material of quality 1 has a total quality rating of 14.

[0062] Some crafting items may have sections that are alterable. These
sections will be visible by two clickable points or arrows as shown in
FIG. 14. To "alter" a section, one of the alterable points or arrows can
be clicked on and moved. FIG. 15 illustrates that once an arrow has been
moved to a new position (e.g., on a sleeve), a safety pin graphic appears
to indicate that the item has been altered at that location. In addition,
the user views a preview of the new length, for example--as shown in FIG.
15.

[0063] The term "alteration" generally applies to clothing or cloth
materials, so only certain Crafting Stations have the "Alter" radial menu
option. Alterations can be made to compatible Finished (Designer) and
In-Design Items. Players can alter a Crafting Item as often as desired;
however, there is a cost associated with each alteration made. The
alterable section can extend/retract OR widen/shrink in the direction of
the arrows; but an action to extend AND widen is not permitted, for
example. For each alteration point, a minimum and maximum length that
each section can be stretched is set by the system. It may also be
possible to alter the geometry of an item. Otherwise, each alteration
point will have pre-built increments that appear/disappear as the point
is clicked. Some alteration is automatically asymmetrical. For example,
if one shirt sleeve is lengthened, the other sleeve will need to be
lengthened as well by the user. However, in the case of crafting pottery,
for example, alterations are symmetrical. In practice, the term
"alteration" is normally used for clothing and "reshaping" is used for
pottery items.

[0064] The template items as described above can correspond to specific
items such as a clothing item or a furniture item; however, a template
item can also correspond or indicate a free-form item to be created and
customized. The free-form item does not include predetermined limitations
such as the number of slots, alteration points, mount points or other
restrictions that somehow dictate the type or number of materials to be
combined or arranged. Because the item can take on any form as desired by
the user, there are no predefined portion shapes or sizes within an
item--compared to a shirt template which requires the sleeves to be of
equal length. By way of further example, a free-form chair may not have 4
legs if the user would rather design one that has 3 legs.

[0065] In addition, a free-form item can also be programmed to perform an
action or function. For example, a free-form chair can be programmed to
rock or swivel or another free-form object can be programmed to open and
close. Music or other media can also be attached to a free-form object
such as by way of an actionable button placed on or near the free-form
object. For instance, a free-form object may be programmed to display one
or more (real) photographs. Likewise, a different free-form object can
play a favorite song when an "actionable" button is pushed on the object.

[0066] Materials are applied to template items to create unique items by
way of slots on the template. To apply a material to a slot, the slot
needs to be empty, the template item needs to support the material type
(the UI box automatically filters out unsupported materials), and the
material cannot be a duplicate of a material already applied to the
template. It should be noted that, in the disclosed embodiment, materials
cannot be removed once crafted onto a template item and materials crafted
onto a template item are considered used and disappear from user's
material inventory. A player can add one or more materials to a template
item in a single session or can save design work that has been done and
continue it later. Additional materials can be added to the template
assuming there is room and at any time, so long as the template item
isn't "finished." Note that materials added in later sessions are added
on as layers that are above materials that were crafted onto the template
in previous sessions.

[0067] As previously mentioned, each material belongs to one material
type. For example, the materials "Blue Diamond Brooch" and "Red Emerald
Brooch" belong to the "Brooch" material type. Each material type belongs
to a material class. A material class is a governing rule set on how
those materials are used on the template. Exemplary material classes can
have the following rules: [0068] Color: Dropping a color onto a
template item will color the majority of the object that color. At least
some of the templates are limited to just one color. [0069] Texture Type
1: These are patterns that are applied on layer(s) above the primary
color. Textures have color. So if a Red Stripe pattern is applied to a
Yellow T-Shirt, then the result is a Yellow T-Shirt with Red Stripes.
[0070] Position and size of the Texture depends on its Subclass. [0071]
For Clothing Design, depending on its Subclass affects the size of the
Design and where it is located on the Template. For example, a Design may
be a repeating texture or an image. If it is an image it is available as
a single or a double (front and back). The Emblem Subclass is smaller
(and has a different position) than the normal Clothing Image subclass.
[0072] A user can place as many material type textures onto a Template as
the maximum slots allow. [0073] The layering of these textures is
determined by the user through an interface. [0074] The layer of a
texture determines what color/other texture that texture inherits. [0075]
Decals are also considered Textures. The difference is that when it's
applied to the object, it is not repeated across the entire object.
Examples of decals would be: a stripe on a vase, an emblem on a Shirt,
Cuffs on a Shirt, Belts on Pants, putting a Front Pocket on a Shirt, etc.
[0076] Texture Type 2: Similar to Texture Type 1 except for the
following: [0077] Only one material type of Texture Type 2 can be
applied onto a Template. [0078] An example of a Type 2 Texture is
Fabric. A player is not permitted to put a Cotton Fabric and a Denim
Fabric onto the same piece of clothing. [0079] Another example of a
Texture Type 2 would be a "sequins" material type for dresses. [0080]
The layering is determined by the user through an interface. [0081] The
layer position of a texture determines what color/other texture that
texture inherits. [0082] Geometry Accessories have a specific geometry
when attached to the template item. For example, a Bow on a Dress, Belt
Buckles on Pants, etc. [0083] Position is predetermined. [0084] For
material Types that are Geometry, a user may only apply one to a
Template. [0085] Effects: An accessory/effect that is not directly
attached to the object. Examples of effects are Sparkles, Rays of Light,
Glow. Effects can generally be applied to all template items. [0086] For
at least some templates, only one type of effect is allowed.

[0099] Materials in a user's inventory are represented by icons. A single
material may (or may not) be applicable to several different template
items. For example the color Blue can be applied to any Shirt, Dress or
Skirt template item.

[0100] Materials can be obtained in a variety of ways such as the
following: [0101] As an item drop reward from play activities, quests,
daily activities, events, etc. (the materials are integrated into drop
lists). [0102] Purchased on an e-commerce platform using real currency.
[0103] Purchased in virtual store inventories (there are infinite amounts
of these materials) for real or virtual currency.

[0104] If a user has materials that are unwanted, the following can be
done to unload them from the user's inventory: [0105] Can be sold to a
NPC Cashier, which will give the user virtual currency in exchange for
the material equal to a percentage of the material's worth. Note the
material is now considered used (destroyed); it does not show up in any
store inventory and cannot be purchased by anyone else. [0106] Can also
be discarded as "Trash" from the UI inventory screen (but no money is
received for this).

[0107] In an alternative embodiment, users may be permitted to gift, sell
or trade materials and templates directly with other users.

[0108] In the virtual environment, crafting can be done at designated
crafting stations located throughout the virtual environment. For
example, in one part of the virtual environment such as a central town or
village, there is a building that has an NPC that will craft (affix
materials to template items) materials for the user. This NPC's crafting
ability is limited (not skilled to craft highly-rare materials).
Scattered throughout other parts of the virtual environment are other
Crafting Stations that have full ability to Craft items that are
compatible with the station. All levels of Crafting can be done in a
village, such as in an Activity/Skill building that is owned by the user.
When a user purchases an Activity building, she has an option of
purchasing the Crafting upgrade for that building (represented by an
object (station) in that building). Clicking on the object will allow the
user to craft the related template item. For example, clothing template
items must be crafted in Design buildings on the Clothing Crafting
Station. Pottery template items must be crafted in the Design buildings
on the Pottery Crafting Station.

[0109] Some conditions need to be satisfied and some guidelines should be
followed in order to successfully craft: [0110] First, a player should
have template items in their inventory that are compatible with the
Crafting station (and non-Finished). [0111] The player should also have
materials that are compatible with the template item she wishes to use.
[0112] To craft, a player needs to enter a Building to access the
Crafting station. This is a Skill Building in a village or central town.
[0113] The Crafting Building in Starting Town can only craft up to a
certain Quality level. [0114] Crafting begins when the player selects the
"Craft" option on the Crafting station.

[0115] When the player clicks on the "Craft" button, the following may
occur: [0116] The villager automatically positions itself to the front
of the object. [0117] The camera zooms in to a fixed location behind the
villager. [0118] And the Crafting Interface loads. [0119] The user can
still see her (avatar) villager, but she is no longer controlling it.

[0120] When crafting, there are some common screen elements to facilitate
the process. These include: a preview mannequin which can be a 3-D object
or figure to which a template and the selected materials are dragged for
a preview of crafting them together; a message window, which is a
non-interactive window that displays instructions to the player; and an
interaction box which displays options and buttons for user selection. A
back button is also present which allows the user to skip back a step. A
chat window allows the user to chat with others while crafting.

[0121] Referring now to FIG. 5, there is a schematic screen view of a
crafting interface. Here, a player selects a template item (that she
wishes to add a material to) by clicking, dragging and dropping a
template item from the Interaction Box to the preview mannequin, as
illustrated by the arrow. Only the template items which are compatible
with the crafting station are shown to the user for potential selection.
Cursor-over of a template item brings up the Item Card for that Item.

[0122] After the player drags a template item to the preview mannequin,
the player now needs to click, drag and drop ONE or MORE materials (that
they wish to preview/craft) to the preview mannequin.

[0123] An exemplary screen view showing the Crafting Materials UI is shown
in FIG. 6. Cursor-over of each crafting material reveals information
about each crafting material. FIG. 7 illustrates the drag and drop of an
available crafting material onto the t-shirt template that the preview
mannequin is wearing.

[0124] The preview mannequin displays a larger version of the selected
template. Any materials dragged to the template item will be previewed on
the Mannequin, but the attached material is held in-place by a "holding
item" such as straight pins for clothing or nails for furniture to show
it is a preview.

[0125] Once a user places a material onto the template, a "reorder
layering" interface appears as shown in FIGS. 8-11. In FIG. 9, a pattern
texture is being applied to the template. The layering UI allows players
to reorder their materials (e.g., textures) by clicking on a material and
sliding the material up or down to its desired layer slot or location.
See FIGS. 10 and 11. To indicate which materials can be reordered to a
different layer position, those materials which can be reordered appear
with a specific colored background. By contrast, non-orderable materials
are grayed out and cannot be selected. For example, colors are
non-orderable and are placed as the bottom layer by default in the
reorder layering UI. For example, in FIG. 10 the argyle layer is
obscuring the pocket layer, so the player must move the argyle layer down
so the pocket layer becomes visible. Again, in FIG. 11, the player moves
the stripes layer down so that the pocket layer is visible. Also shown is
a "Craft This!" button which appears once a material has been dragged
onto the mannequin. Pressing this button will open a Confirmation Screen
as shown in FIG. 11 (or the player can continue to drag and drop
materials).

[0126] As illustrated in FIGS. 8-12, there is a crafting fee associated
with designing an item. The crafting fee box keeps a running total of the
crafting session, and changes as the user adds/removes materials.

[0127] After pressing the "Craft This!" button, a message window appears
asking the player to confirm the action (assuming the player has enough
money). If the user does not have enough currency to pay for the crafting
session, then a message to that effect will pop up and the user can save
the project and continue it later.

[0128] The cost of the crafting fee depends on at least 2 factors: the
rarity of the materials being applied and the slot number to which it is
applied. For example, below is a Crafting Fee Table that indicates the
crafting fee based on rarity a material and slot number to which the
material is applied:

[0129] Using the numbers in the Table above, imagine that a user wants to
craft using a 5-slot template and has 3 materials: A (rarity 1), B
(rarity 3), C (rarity 5). The Crafting Fee would be: Slot costs+Rarity
Costs=(5+10+15)+(5+20+55)=100 Woodsies. Those materials are crafted or
applied to the template. Later (e.g., in a different session), the user
wants to add 2 more materials: D (rarity 8), E (rarity 6). Thus, the
additional Crafting Fee would be: Slot costs+Rarity
Costs=(20+25)+(145+80)=270 Woodsies.

[0130] Once the "craft this" action is confirmed by the user, the crafting
action cannot be undone and the materials cannot be removed from the
template and used again. This confirms the analog to the real world,
since in the real world, once material is colored, for example, it cannot
be uncolored. Similarly, use of supplies typically exhausts those
supplies, and they cannot be later used again. FIG. 12 illustrates a
system message, reminding the user that the operation cannot be undone,
once the materials are used.

[0131] The illustration in FIG. 13 depicts a preview of the crafted item
along with information about the item--the materials used to create it,
the quality rating, and number of slots it contains. If the template item
no longer has any empty slots, it is considered (automatically) finished
and becomes a Designer Item. That is, the user does not need to click on
a "Finish" button (not shown).

[0132] Before an item is "finished", the user can modify or wear the
template item. Finishing the template item means that the template item
is fixed or locked and cannot have any more materials added to it (even
if there are slots left). It is now referred to as a Designer Item in its
name. Finished items include the user's signature which becomes a
permanent part of the item and stays with the item even if it is sold or
traded to other users. If there other slots open before the item is
deemed finished, those slots cannot be filled after the item has been
finished and signed.

[0133] Finished items cannot be altered; however, other "in-design"--that
is, template items which are in the design process and have not been
finished, can be altered via their respective alteration points.

[0134] The system 100 of FIG. 1 and system 200 of FIG. 2 can be separately
integrated into or as a part of a computer system, which is employed to
generate the virtual environment to be presented to a remotely-located
user operating a computing device. The computer system includes an
administrative server for managing a variety of administrative tasks. For
example, the administrative server can validate registration information
associated with physical products being registered by a user, the
administration of user accounts, and other such administrative matters.

[0135] A web server can also be included as part of the computer system.
The web server can host a website comprising the virtual environment as
well as other features that are to appear within the virtual environment.
The web server can serve content via a communication network to at least
a first computing device (e.g., end-user) as well as a second computing
device, each being remotely located from the web server and from each
other. The administrative server and the web server can optionally be
embodied by a single terminal. The communication network can include a
wide area network ("WAN"), a local area network ("LAN"), or a combination
thereof. For example, the web server may communicate with the first and
second computing devices in a known manner using a TCP/IP protocol over
the Internet, which is an illustrative embodiment of the communication
network. One or both of the computing devices can optionally be connected
to the Internet via an internal gateway, router, switch, and/or any other
networking devices employed to achieve the Internet connection. In one
embodiment, the web server can produce output over the network as an HTML
webpage based on a request.

[0136] An exemplary architecture of the computer system, particularly the
administrative and web servers that collectively operate to generate the
virtual environment is described as follows. A non-transitory
computer-readable medium such as a hard disk drive is operable as a
storage component for storing data involved in maintaining the virtual
environment and other content to be served to the computing devices via
the communication network. The storage component may also store
computer-executable instructions that, when executed by a computer
processing unit, provide for the generation and management of the virtual
environment as described above.

[0137] The foregoing description includes illustrative embodiments of
various aspects of the subject system and/or method. It will be apparent
to those skilled in the art that the above systems and methods may
incorporate changes and modifications without departing from the general
scope of this invention. It is intended to include all such modifications
and alterations within the scope of the subject application. Furthermore,
to the extent that the term "includes" is used in either the detailed
description or the claims, such term is intended to be inclusive in a
manner similar to the term "comprising" as interpreted when employed as a
transitional word in a claim.